We have one particular part of our server which relies on one of those circular redstone circuits that goes round and round. The problem is it deactivates if no one is within distance of keeping it loaded. I've tried putting in a minecart plugin that supposedly keeps the chunk loaded around the cart, but it wasn't sufficient to keep the circuit active. Is there any plugin possibilities that could solve this problem, or does anyone else have any other ideas? The circuit, if it would help, powers a lighthouse.
Why is it so large? XD But ya its possible if I get free time I could quickly write a plugin where you select what chunks to keep loaded. (first though I must finish ColorKeys)
Why is what so large? It's not actually that large, just 8x8, but our world IS large, and we're not just always gonna be near the island its on.
So why are you having problems with the chunk not being loaded. The only reason you would need something like this is if you run the redstone over 10 chunks away and need it to be able to send a signal that far. Otherwise it should all be contained in a reasonable area I was wondering why your wire goes such a long distance.
There was a plugin for this.. it would store the selected chunks in the memory (for like ever), so that redstone just continues to keep being powered (that was bad English xD) Can't remember the name however..
I think it already has been: http://forums.bukkit.org/threads/ad...keep-your-chunks-forever-a-loaded-1000.28665/
That one did not work for what I'm looking for. When I left the area where I could see the lighthouse it deactivated again. Would using the Citizens plugin and putting a citizen right there work you think? Otherwise I'm out of ideas.
I have seen the same issue Elfsovereign is talking about. I had a repeating wire setup (chaser) running for the 'infinite sand generator' glitch (stickypiston machine to generate sand) which ran automated, rather than manually switching the pistons. The chaser worked great, once timed right, but when leaving and re-entering the chunk, the chaser stops. I would have thought keeping the chunk in memory would fix this as it seemed the chaser kept going at the primary chunk, but not at remote locations.